In FE, your cities also level up (based on population size), and can go all the way to Tier 5. Each tier increase also give you a choice of 3 upgrades (which takes up a quarter slot of a tile, but you have no control where it is placed) which gives you specific bonus.
Progressing from tier 1 to tier 2 branch your city off into 1 of 3 direction:
While they share a good number of improvements, they also have specialized improvements only available to them.
Village (Tier 1 -> 2):
Fortress (+1 Level for Train Units)Town (+1 Zone of Control)Conclave (+50% Research when Idle)
Fortress (Tier 2 -> 3):
Infirmary (Trained Units gain Endurance Trait [+1 HP per level], +1 Growth, Heal 10 Hit Points per season to all stationed units)Strike Garrison (Trained Units acts first in combat)Watchtower (Trained Units gain Charge Trait [+3 atk, +3 move on first turn], +1 catapult when defending)
Fortress (Tier 3 -> 4):
Prison (-10% Unrest in All cities, -1 growth for this city)Gallow (Unrest doesn't effect production in this city)Mining Guild (+2 Metal)
Fortress (Tier 4 -> 5):
Great Arena (+1 Attack & 3 Hit Points to trained Units)Obsidian Throne (-30% Unrest in all your cities)Underforge (-50% Production of Armor, +1 Earth Power)
Town (Tier 2 -> 3):
Guild Grocer (+5% Max Health for all units)Slums (+3 Growth, +5% Unrest)Guild Warehouse (+4 Gildar when the city is idle, +10% Gildar when the city is idle)
Town (Tier 3 -> 4):
Governor's Office (+1 Production per Material in all your cities)Embassy (+1 Influence per turn)Almshouse (+1 Faction Prestige)
Town (Tier 4 -> 5):
Guild Lendinghouse (+2000G - one time sum)Guild Tribunal (+2 Production per Material in All Cities)Mint of Ruvenna (+5 Gildar per Material [in that city])
Conclave (Tier 2 -> 3):
Archivist (+50% Research when the city is idle)Oracle (+1 Essence)Scroll Scribe (+20% Research for this city)
Conclave (Tier 3 -> 4):
Academy of Revelation (+10% Research for your faction)Amethyst Vault (+2 Crystal)Pyre of Anniellum (+2 Fire Power)
Conclave (Tier 4 -> 5):
Tenfell University (Unrest does not effect research)Tower of the Magi (+10 Spell Resistance for Units train in this city, Protect city from spell of enemy caster?)Hedigah Bathhouse (+1 Water Power, -30% Unrest)
Tips:
Wishlist:
List of City Planning mods:
To use the mods, make sure you have mods enabled in the options. As I test out the mods, I am going to classify them in 2 categories (based on my opinion, of course):
Non-game breaking (minor tweak/life improvement for city related):
Snaking Mod: Relax rules to forest/river being adjacent to city.
River Bridge: City improvement that lets you build a bridge across water.
Game-changing (FE will play very differently with these):
Ecomental: add more essence on map
you can add more essence by upping shard density and world resources.
I never have a plot with 4 grains, or 3 essence, moreso a 4/3/3 one. Does this is my bad luck, or do I have to spam restart?
There is a typo here. should be:
bonus when idle = low creativity at Stardock. I just hate those bonuses. Good post. Sorry to rant
Agree on the idling. SOme of these level up bonuses should have been wonders instead of bonuses, especially on lvl 5.
ecomental mod makes essence more plentiful, recommended.
When my cities have expanded into a forest, it has unlocked logging camps for that city. In contrast, for piers, I remember only being able to build them when a river directly faces my city (four tiles).
I have used the "research when idle" bonus in the early game when I did not have much hope that the city would survive long enough for anything I built to have greater value to me than that research (when my cities were being gutted by the queen of spiders).
Nice post. I was planning to make a progression guide myself.
My snaking mod relaxes this condition.
[quote who="dihir" reply="9" id="3291524"]When my cities have expanded into a forest, it has unlocked logging camps for that city. In contrast, for piers, I remember only being able to build them when a river directly faces my city (four tiles).
It is currently the 8 tiles surrounding your city only. If a forest touches your main city hub, or on the diagonal you can build a logging camp same with a pier at present. (Unless you download and use my snaking mod).
this particular bit of info is missing from your guide
Cities get bonus research/production/gildar/population_treshold/level 1/0/2/0/1 2/2/6/50/2 4/4/12/200/3 8/8/24/400/4 16/16/50/800/5
@hareamao: Fixed, thanks. Death of copy & paste...
In my current game I have everything turned up to max. But the landscape seeding is still pretty random, it has to do with the stamps they have on template. Perhaps they should update the stamps so each one have some a decent tile or 2 for city (Civ V has some pretty good setup for their map generator, I wouldn't mind seeing some of that terrain balance over here). Also, there is also a particular tile that change from 2 essence to 4 essence after I kill a storm dragon... not sure if that is intended.
Not really. Games of this ilk (civilization, AoW, MoM) usually have this, it's just called differently, like 'build housing' or 'produce merchandise'. The principle is the same, the city's production goes into producing a resource instead of unit or building. It's just not called 'idle.'
In the unmodded game, this does not happen.The forest has to be in one of the 8 squares surrounding the spot where the city was founded.
However it sometimes fools you into thinking it did happen: when you place the town center so that it is next to a forest but diagonally, then there is no lumber mill on the build menu(because all buildings of the city have to be built next to an existing building, and diagonally doesn't count), but once you build something so that the lumber mill can connect to the rest of the city normally, it will appear on the build menu.
That makes sense, thank you.
I might have settle a city too close to another one, it would not let me build any improvements...
Can anyone confirm the minimum distance you need between cities?
1. Depending on the map there have to be N tiles between cities' original tiles. (N = 6 for large maps)
2. There have to be three non-city tiles between the tile where you start constructing a new building, and the nearest city tile.
And these the only rules. So you can really abuse them, and end with cities touching each other.
looks at rule, looks at picture.... waaait a minute...
~ Kongdej
Yes, when it comes to finding loopholes, you can do worse than ask me to do it...
In the picture, Conclave II was founded after the eastmost building of Farmlands VI was commissioned, but before it was competed. Then I rushed a few buildings in Conclave II, while delaying the completion in Farmlands VI, until Conclave II got sufficiently far away. The resources got linked later.
As a result, I ended up with two cities that are exactly one tile apart, so that I could travel 13 tiles for 1/4 move.
It's like military starbase catapulting all over again, wee.
I liked the post, we nedeeded the city progression info, so thank you.
About essence, I find hard to decide. If we got little, it sucks. But if we have much more (for example, ecomental mod), then the essence loses its preciousness and exclusivity.
Using snaking mod can allow to choose tiles with essence and a bit more of production (with some luck too in the map generation for a close forest), so using this mod will help a lot in what I think is balancing the game (IMHO).
I would suggest a uncommon (but not too rare: at least 1 each around 100 turns should work fine) event that created +1 essence on a random city, and a rare one that created +2 essence.
I am starting to play around with mods. If anyone have any suggested mods for me to try, please post here.
I'm starting to introduce small mods to certain aspects, as the vanilla still gives a lot of playing. Recommended mods I use:
- snaking cities. I disagree with dev's concept in city expansion: if a city expands to a forest/river, it should be able to build pier/logging camp. I don't care AI balance in that aspect.
- River bridge. Same. The idea of expanding a city across the river is very attractive.
- Huge maps. Now I'm playing medium maps with many AI, but I've played huge maps untill I got bored with the game extension (we need a Diplomacy Mod to give flavor to the late game)
- Mod Manager. I think this will be a must, once mods increase in numbers and compatibility.
There are big conversions, that introduce many changes, so you will have to try one at a time...
- Stormworld. Add many changes, so you may like some things and not other, but it is modular, so I recommend to give it a try.
- Master of Affliction. Unfortunately, not played it yet, but it seems very interesting too and it is in my list of "pendant to try".
And many more in the Mods forum
Ironically, I am seeing 4/3/3 relatively often when using sparse resources.
I think this is because I am using a desert based map, and there's something involving an ogre den that encourages them.
Interesting... as I usually turn every option up to max/dense. The enchanter trait really helps city, as +1 to essence is pretty nice to have, especially when you unlock the higher tier city spells.
Updated for 1.1
Here are the cities related changes:
Balance
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